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Coleman Gray
RED COLONIAL MARINES Covert Intervention
92
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Posted - 2013.03.20 02:25:00 -
[1] - Quote
Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP |
gbghg
L.O.T.I.S. Legacy Rising
711
|
Posted - 2013.03.20 02:32:00 -
[2] - Quote
*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
92
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Posted - 2013.03.20 02:37:00 -
[3] - Quote
gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's
if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me |
XXfootnoteXX
DUST University Ivy League
137
|
Posted - 2013.03.20 02:39:00 -
[4] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me
So a guy in proto gear killed you and your surprised by this? |
Bojo The Mighty
Bojo's School of the Trades
621
|
Posted - 2013.03.20 02:44:00 -
[5] - Quote
The dead horse has risen to be beaten once more! |
Rusty Shallows
Creative Killers
16
|
Posted - 2013.03.20 02:47:00 -
[6] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Are you sure he was alone? I tend to see people like that in groups of pricy suits.
Or maybe he was stacked to hell with Complex Damage mods. |
gbghg
L.O.T.I.S. Legacy Rising
711
|
Posted - 2013.03.20 02:47:00 -
[7] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Thats not the AR that's the damage mods |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
93
|
Posted - 2013.03.20 02:49:00 -
[8] - Quote
gbghg wrote:Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Thats not the AR that's the damage mods
Iff thats the case I'm going gek and damage mods, goin tank hunting |
Bojo The Mighty
Bojo's School of the Trades
621
|
Posted - 2013.03.20 02:53:00 -
[9] - Quote
Coleman Gray wrote: Iff thats the case I'm going gek and damage mods, goin tank hunting
Alright, one, you must be exaggerating because you said you have somewhere in the mid 900's in armor. Secondly, weapons have efficiency ratings, tank hunting with an AR will get you nowhere because of the ridiculously low efficiency rating it will have.
You aren't telling the truth is what I'm deriving, you're trolling. |
Ganton Kable
HoldSquare Reaper Dynamics
8
|
Posted - 2013.03.20 03:14:00 -
[10] - Quote
I've used an A Series logi suit with three complex damage mods and a Gek to EASILY drop heavies. It is funny to watch them freak out.. Just extremely expensive. |
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The Infected One
SyNergy Gaming
164
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Posted - 2013.03.20 03:41:00 -
[11] - Quote
Ok so I don't have the game screen in front of me right now so let's see if I can do this from memory. (Just base stats of the weapon, not counting proficiency and weaponry upgrades or damage mods)
Prototype AR does what, 34 damage per bullet, at roughly 750 rpm, that works out to 750/60=12.5 bullets/sec @ 34 damage each = 34x12.5=425 damage per sec. 34 damage per bullet x 60 in the mag = 2040 per mag. 60 sec / 12.5 bullets per sec = empty mag in 4.8 sec.
Standard HMG does 19 damage per bullet, fires at roughly 2000 rpm, that works out to 2000/60sec = 33.33333333333 (we will say 33.3) bullets/sec @ 19 damage per bullet = 19x33.3= 632.7 damage per sec. 19 damage x 450? in the mag (overheat if constant fire leaves about 120 left) so 330 = 6270 damage per full mag to overheat.
You claim that your suit has an EHP of 1053 and he's dropping you instantly, assuming he lands every shot it requires 1053 EHP / 425 damage per sec = 2.477 sec of sustained fire with 100% accuracy to kill your suit.
The standard HMG does 3.07x more damage per full sustained fire cycle than the prototype AR, and 1.4887x damage over the prototype AR per sec.
Inside each weapons optimal range, you are dead regardless if you can land every shot. The problem you are having is because of damage mods (which can be applied to both of these types of weapons I have listed)
How does the AR need a nerf?
Rethink your situation and how you got killed, learn from it, learn to counter it instead of just posting yet another stupid "Nerf X because it kills me in Y suit" thread.
TL;DR - READ IT BEFORE YOU MAKE ANOTHER STUPID POST PLEASE. Also, if there are any errors in actual game values of just the weapons before enhancements (skills or mods) keep in mind this is just from memory and not having any in game into in front of me. |
Chunky Munkey
Amarr Templars Amarr Empire
323
|
Posted - 2013.03.20 04:27:00 -
[12] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP
Learn punctuation first. |
Aeon Amadi
WarRavens
1097
|
Posted - 2013.03.20 05:18:00 -
[13] - Quote
The Infected One wrote:Ok so I don't have the game screen in front of me right now so let's see if I can do this from memory. (Just base stats of the weapon, not counting proficiency and weaponry upgrades or damage mods)
Prototype AR does what, 34 damage per bullet, at roughly 750 rpm, that works out to 750/60=12.5 bullets/sec @ 34 damage each = 34x12.5=425 damage per sec. 34 damage per bullet x 60 in the mag = 2040 per mag. 60 sec / 12.5 bullets per sec = empty mag in 4.8 sec.
Standard HMG does 19 damage per bullet, fires at roughly 2000 rpm, that works out to 2000/60sec = 33.33333333333 (we will say 33.3) bullets/sec @ 19 damage per bullet = 19x33.3= 632.7 damage per sec. 19 damage x 450? in the mag (overheat if constant fire leaves about 120 left) so 330 = 6270 damage per full mag to overheat.
You claim that your suit has an EHP of 1053 and he's dropping you instantly, assuming he lands every shot it requires 1053 EHP / 425 damage per sec = 2.477 sec of sustained fire with 100% accuracy to kill your suit.
The standard HMG does 3.07x more damage per full sustained fire cycle than the prototype AR, and 1.4887x damage over the prototype AR per sec.
Inside each weapons optimal range, you are dead regardless if you can land every shot. The problem you are having is because of damage mods (which can be applied to both of these types of weapons I have listed)
How does the AR need a nerf?
Rethink your situation and how you got killed, learn from it, learn to counter it instead of just posting yet another stupid "Nerf X because it kills me in Y suit" thread.
TL;DR - READ IT BEFORE YOU MAKE ANOTHER STUPID POST PLEASE. Also, if there are any errors in actual game values of just the weapons before enhancements (skills or mods) keep in mind this is just from memory and not having any in game into in front of me.
You forgot to take into account Weaponry (+3% damage per level) and Assault Rifle Proficiency (+2% damage per level) as well as the potential for damage mods (which if he has Weaponry 5, it's entirely plausible he's using them) and the fact that they have no stacking penalties.
Also, you need to understand that in Eve Online the value is added to the sum of the previous. 3% of 34 + 34 = 35.02 and adding an additional 3% equals 36.0706, not 35.36.
So, assuming all skills at level 5, the actual DPS (assuming 12.5 rounds per second with a 60 round magazine) is something like: 528.12732. That can kill anything in one second of continuous fire, and absolutely anything with two seconds of continuous fire.
The reason the AR works so drastically (and over-poweringly well) against the Heavy is because the Heavy cannot escape the rounds going down-range, and once you get to that point of specialization in Assault Rifles there's barely any recoil if any at all. Sure, he can spew out more than twice the rounds as the Assault Rifle and -technically- have a higher DPS, but there's a cone of fire that has to shrink inward before ALL of those rounds are going to hit.
With that in mind, the Assault Rifle wins almost all the time simply due to the fact that it's user is inevitably going to be more mobile, more accurate, more versatile and have a substantially tighter bullet spread.
The gun -is- over-powered in terms of a Shooter MMO, if only because it does everything amazingly well and has absolutely no drawbacks to using it. Near nothing as far as recoil, ranges exceeding 80m+, DPS being well over the amount to kill ANY dropsuit (even with prototype modules and level 5 skills) in less than half a magazine worth of fire and reload speed to boot. It's simply a weapon that has absolutely no competitor and nothing congruent in style.
So, yes, the HMG DOES do more DPS - but you forgot to take into account the most important variables: Tracking, Movement Speed and Bullet Spread.
Edit: By the way, the above number did not have ANY Damage Mods attached to it and there's a few corporations out there that have learned very early on to abuse the absolute **** out of this by stacking them to tack on 10% per module, with Prototype Assault suits giving them a maximum of 40%.
That's round about 773.24183 DPS - and that will absolute decimate ANYTHING with as little as a quarter of the magazine.
ANOTHER Edit: The only counter to an Assault Rifle is another Assault Rifle as it can be used by any dropsuit, is incredibly versatile (as previously stated) and it doesn't take hardly anything to kill the opposition. With ranges that can hit the same distance as Laser Rifles (who's skills are broken, btw - so you can't say it's over-powered if the damned skills don't even work on it) with the second highest DPS in the game, with the fourth highest magazine count in the game.
I previously had a thread stating that the range needed to be nerfed and like this thread it was met with stiff opposition with retorts like, "well, in real life assault rifles can hit out to 300-400 yards" but they never could clarify if those ranges were made on full-auto or not; or even with a rifle that doesn't have recoil once you get to level five Operation. |
Kray Dytt
THE DOLLARS
26
|
Posted - 2013.03.20 08:28:00 -
[14] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP
Depends entirely on a great number of factors... If it's prototype equipment in a damage fitting with a lot of SP invested in the weapon, and he's shooting you in the face at his optimal range... It's fine.
Also, "1 secon" is a rather difficult time span to accurately measure without using tools. If what you mean to say is "rather quickly", then sure.
I get killed "rather quickly" by lots of weapons... AR's, Shotguns, MD's, Laser Rifles, Sniper Rifles, HMG's... Should we just nerf them all?
Or, should we maybe accept that everything has it's strengths and weaknesses and this is how balance works?
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1223
|
Posted - 2013.03.20 08:53:00 -
[15] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP
Yeah right... Gek fires 42 HP (roughly) damage bullets. ROF is 750 RPM (roughly again) Even with two damagers and weaponry V : 54.6 * 750 / 60 = 680 DPS And that would imply all of the 10-12 bullets fired in a second land in target. Which is unlikely due to RBS.
Please, dont rant or QQ about something before doing the proper math to go with it. |
Kray Dytt
THE DOLLARS
26
|
Posted - 2013.03.20 08:55:00 -
[16] - Quote
Aeon Amadi wrote:
ANOTHER Edit: The only counter to an Assault Rifle is another Assault Rifle as it can be used by any dropsuit, is incredibly versatile (as previously stated) and it doesn't take hardly anything to kill the opposition. With ranges that can hit the same distance as Laser Rifles (who's skills are broken, btw - so you can't say it's over-powered if the damned skills don't even work on it) with the second highest DPS in the game, with the fourth highest magazine count in the game.
I previously had a thread stating that the range needed to be nerfed and like this thread it was met with stiff opposition with retorts like, "well, in real life assault rifles can hit out to 300-400 yards" but they never could clarify if those ranges were made on full-auto or not; or even with a rifle that doesn't have recoil once you get to level five Operation.
The assault rifle is the "jack of all trades", which means it functions well in almost all scenarios. Which is also the reason an assault rifle is the "standard" soldier weapon.
More specialised weapons are meant for more specialised tasks. Which means that when they go up against an AR outside of their comfort zone, they should be at a disadvantage.
There is only an issue when an AR actually beats (or equals) a specialised weapon in that weapons role. So, for instance, if you could snipe more efficiently with an AR than a Sniper rifle. Or mow down a cluster of reddots at short to medium range quicker than an HMG.Or destroy a tank faster than a Forge Gun. Etcetera, etcetera.
Now, I'm not saying that that is not the case (though I think it isn't all that bad overall, but there might be some specialised roles that an AR is slightly to good at). But simply saying AR's need to be nerfed in general is way to simplified. If anything, (some of) the specialised weapons need to be buffed in their respective role.
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BlG MAMA
PLAYSTATION4
17
|
Posted - 2013.03.20 10:56:00 -
[17] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me were you filming his skill tree aswell? |
IG8T8
Carbon 7
0
|
Posted - 2013.03.20 10:57:00 -
[18] - Quote
Pandering to COD whiners has made this a AR game. Thats why everything else is disappearing.
Its comedy how fast you can burn a heavy with an exile AR. They went from most feared RUN AWAY guys to absolute cannon fodder. |
Aeon Amadi
WarRavens
1099
|
Posted - 2013.03.20 11:24:00 -
[19] - Quote
Kray Dytt wrote:Aeon Amadi wrote:
ANOTHER Edit: The only counter to an Assault Rifle is another Assault Rifle as it can be used by any dropsuit, is incredibly versatile (as previously stated) and it doesn't take hardly anything to kill the opposition. With ranges that can hit the same distance as Laser Rifles (who's skills are broken, btw - so you can't say it's over-powered if the damned skills don't even work on it) with the second highest DPS in the game, with the fourth highest magazine count in the game.
I previously had a thread stating that the range needed to be nerfed and like this thread it was met with stiff opposition with retorts like, "well, in real life assault rifles can hit out to 300-400 yards" but they never could clarify if those ranges were made on full-auto or not; or even with a rifle that doesn't have recoil once you get to level five Operation.
The assault rifle is the "jack of all trades", which means it functions well in almost all scenarios. Which is also the reason an assault rifle is the "standard" soldier weapon. More specialised weapons are meant for more specialised tasks. Which means that when they go up against an AR outside of their comfort zone, they should be at a disadvantage. There is only an issue when an AR actually beats (or equals) a specialised weapon in that weapons role. So, for instance, if you could snipe more efficiently with an AR than a Sniper rifle. Or mow down a cluster of reddots at short to medium range quicker than an HMG.Or destroy a tank faster than a Forge Gun. Etcetera, etcetera. Now, I'm not saying that that is not the case (though I think it isn't all that bad overall, but there might be some specialised roles that an AR is slightly to good at). But simply saying AR's need to be nerfed in general is way to simplified. If anything, (some of) the specialised weapons need to be buffed in their respective role.
Right, but that's what we're seeing currently. It's not uncommon for Assault Rifle users to take out Heavies before they themselves get killed and that's mostly due to the sheer damage output of the weapon. The HMG might have a higher RoF but what we're seeing is more damage landing on target from the Assault Rifle (direct stream versus cone of fire).
At low levels the HMG is king, but towards the higher tiers it's very common that the Assault Rifle will outright defeat the HMG at those ranges or even more.
I understand what you're saying, I do - the Assault Rifle is supposed to be a jack of all trades but at the moment it's more a King of all Trades in that it excels in every aspect.
If you want to get even more technical, the Assault Rifle has a headshot efficiency of 165% compared to the HMG's 140%. Even then, the HMG's efficiency (center mass) starts at 95%, so you're not even getting the full damage that you could be. By stark contrast, the Assault Rifle starts at 110% so you're already getting a bonus just for firing at the target in your effective range.
To make matters worse the HMG doesn't ever go above 95% from 0m - 40/50m, and only goes lower from there.
There are a LOT of factors that make the Assault Rifle King in this game and they're being blindly defended. People just say "stop the QQ" or simply state that it doesn't need to be fixed. Unfortunately, they are very very wrong. Recoil, as I've previously said, is non-existent. Cross that with damage mods (potentially) not taking stacking penalties and it's the obvious choice of weaponry for high tier games.
There can't be much specialization in a game where one weapon can essentially dominate 60% of the playing field. Sniper Rifles and Laser Rifles excel at long range, Shotguns excel at short range, the Assault Rifle on the other hand suffers no drawbacks from ranges except at extremely long range.
Some food for thought: http://symthic.com/bf3-weapon-charts
You'll notice that many of those weapons all have the same damage ratios and ranges, but suffer from varying degrees of recoil. Based on my usage of the Assault Rifle in Dust 514, I've honestly come to the determination that (at least when using ADS) the Recoil is purely animation based as most if not all of my shots will land on target if I have the sights lined up.
I can't say more than that. I've decided not to use them because it offers me more of a challenge not to, but I have looked into them in order to relay the information I'm providing. |
Kray Dytt
THE DOLLARS
27
|
Posted - 2013.03.20 12:41:00 -
[20] - Quote
Aeon Amadi wrote:Right, but that's what we're seeing currently. It's not uncommon for Assault Rifle users to take out Heavies before they themselves get killed and that's mostly due to the sheer damage output of the weapon. The HMG might have a higher RoF but what we're seeing is more damage landing on target from the Assault Rifle (direct stream versus cone of fire). At low levels the HMG is king, but towards the higher tiers it's very common that the Assault Rifle will outright defeat the HMG at those ranges or even more. I understand what you're saying, I do - the Assault Rifle is supposed to be a jack of all trades but at the moment it's more a King of all Trades in that it excels in every aspect. If you want to get even more technical, the Assault Rifle has a headshot efficiency of 165% compared to the HMG's 140%. Even then, the HMG's efficiency (center mass) starts at 95%, so you're not even getting the full damage that you could be. By stark contrast, the Assault Rifle starts at 110% so you're already getting a bonus just for firing at the target in your effective range. To make matters worse the HMG doesn't ever go above 95% from 0m - 40/50m, and only goes lower from there. There are a LOT of factors that make the Assault Rifle King in this game and they're being blindly defended. People just say "stop the QQ" or simply state that it doesn't need to be fixed. Unfortunately, they are very very wrong. Recoil, as I've previously said, is non-existent. Cross that with damage mods (potentially) not taking stacking penalties and it's the obvious choice of weaponry for high tier games. There can't be much specialization in a game where one weapon can essentially dominate 60% of the playing field. Sniper Rifles and Laser Rifles excel at long range, Shotguns excel at short range, the Assault Rifle on the other hand suffers no drawbacks from ranges except at extremely long range. Some food for thought: http://symthic.com/bf3-weapon-chartsYou'll notice that many of those weapons all have the same damage ratios and ranges, but suffer from varying degrees of recoil. Based on my usage of the Assault Rifle in Dust 514, I've honestly come to the determination that (at least when using ADS) the Recoil is purely animation based as most if not all of my shots will land on target if I have the sights lined up. I can't say more than that. I've decided not to use them because it offers me more of a challenge not to, but I have looked into them in order to relay the information I'm providing.
I don't disagree with you, in essence. As I said, the AR might well be a bit too good at some specific roles (or, the specialised weapon isn't good enough).
I don't know if it's quite as bad as you imply though...
When it comes to range, an AR has nothing on a Sniper Rifle. Sure, the effective range of the AR isn't small, so you can use it quite well to kill at a "relatively large" distance. But you can't use it to kill someone on the other side of the map. I guess the biggest issue here is probably map size. If maps aren't all that big, Sniper Rifles have less use by definition.
In CQC, the issue might be slightly bigger. But I'm not sure that's really preventable without having silly systems in place. I mean, if you are in my face and I have a fully automatic assault rifle, you're in trouble. A shotgun is still more effective due to requiring less precise aim as well as having more power per shot. I.e. aim in general direction, pull trigger (maybe twice), win. An HMG has other pro's and con's, but in my experience if I get into the path and range of a heavy wielding an HMG, he has a distinct advantage in that encounter.
Other more specialised roles are often so far from an AR in functionality it's hard to really compare them. MD's, Forge Guns... I really wouldn't know how to determine whether these are "balanced" or not in respect to an AR.
Again, I don't necessarily disagree with you. But, I think it is inevitable that the AR will be the most common weapon. I also think it is inevitable that it will be very good in most situations. It's the basis of the design of an Assault Rifle: A versatile weapon that performs well in most situations that a soldier might encounter. I think most real AR's actually even have a semi-auto, burst and full-auto function built in, which we need to use different AR's for in this game. Specialised weapons are meant for specialised tasks. They are usually not meant to go one-on-one with an AR. It also doesn't make sense to have many people using specialised weapons.
I don't necessarily like to make real-world comparisons, as this is a game and should be about good gameplay more than realism, but I feel it's hard not to in this case. Take a look at the wikipedia entry for "assault rifle". One thing jumps out at me: "Assault rifles are the standard service rifles in most modern armies." The entry explains at length why that is. Other weapons are used in armies, but the basic infantry will use AR's.
Sniper rifles have a very distinct role and are very useful. But you don't have an army full of snipers. Shotguns have their use as well in specific CQC situations as well as a panic defense weapon, but for general infantry work... not really. Submachine guns are usually used in tighter situations and versus unarmored opponents. In the military, they are mostly replaced by AR's.
The HMG as we have it in game is hard to compare to "real life" situations, since HMG's are usually mounted or at least stationary. Technically, the HMG should be superior in all aspects (barring the use for more precision that an AR would allow by single/burst shooting), and should be effective both against infantry as well as (light) vehicles. That's a lot to give to a class that also has very high survivability if it's all to be balanced with reduced mobility...
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Aeon Amadi
WarRavens
1099
|
Posted - 2013.03.20 13:01:00 -
[21] - Quote
Kray Dytt wrote:I don't disagree with you, in essence. As I said, the AR might well be a bit too good at some specific roles (or, the specialised weapon isn't good enough). I don't know if it's quite as bad as you imply though... When it comes to range, an AR has nothing on a Sniper Rifle. Sure, the effective range of the AR isn't small, so you can use it quite well to kill at a "relatively large" distance. But you can't use it to kill someone on the other side of the map. I guess the biggest issue here is probably map size. If maps aren't all that big, Sniper Rifles have less use by definition. In CQC, the issue might be slightly bigger. But I'm not sure that's really preventable without having silly systems in place. I mean, if you are in my face and I have a fully automatic assault rifle, you're in trouble. A shotgun is still more effective due to requiring less precise aim as well as having more power per shot. I.e. aim in general direction, pull trigger (maybe twice), win. An HMG has other pro's and con's, but in my experience if I get into the path and range of a heavy wielding an HMG, he has a distinct advantage in that encounter. Other more specialised roles are often so far from an AR in functionality it's hard to really compare them. MD's, Forge Guns... I really wouldn't know how to determine whether these are "balanced" or not in respect to an AR. Again, I don't necessarily disagree with you. But, I think it is inevitable that the AR will be the most common weapon. I also think it is inevitable that it will be very good in most situations. It's the basis of the design of an Assault Rifle: A versatile weapon that performs well in most situations that a soldier might encounter. I think most real AR's actually even have a semi-auto, burst and full-auto function built in, which we need to use different AR's for in this game. Specialised weapons are meant for specialised tasks. They are usually not meant to go one-on-one with an AR. It also doesn't make sense to have many people using specialised weapons. I don't necessarily like to make real-world comparisons, as this is a game and should be about good gameplay more than realism, but I feel it's hard not to in this case. Take a look at the wikipedia entry for "assault rifle". One thing jumps out at me: "Assault rifles are the standard service rifles in most modern armies." The entry explains at length why that is. Other weapons are used in armies, but the basic infantry will use AR's. Sniper rifles have a very distinct role and are very useful. But you don't have an army full of snipers. Shotguns have their use as well in specific CQC situations as well as a panic defense weapon, but for general infantry work... not really. Submachine guns are usually used in tighter situations and versus unarmored opponents. In the military, they are mostly replaced by AR's. The HMG as we have it in game is hard to compare to "real life" situations, since HMG's are usually mounted or at least stationary. Technically, the HMG should be superior in all aspects (barring the use for more precision that an AR would allow by single/burst shooting), and should be effective both against infantry as well as (light) vehicles. That's a lot to give to a class that also has very high survivability if it's all to be balanced with reduced mobility...
I welcome real world examples to an extent.
A big big factor that a lot of people forget when using them in the defense of Assault Rifle is, as I previously stated, recoil. It's one thing to have reduced recoil per level but when you get to a certain point the bullets are all going to hit on target and the only thing that I've personally seen at the 80m+ range is that the weapon's efficiency goes down, not the accuracy.
Each bullet will hit near center mass of where the user is aiming and the only thing stopping those rounds from doing their full damage is due to the efficiency dropping at those ranges. I don't really feel this should be the case. It's one thing if it's a Tactical Assault Rifle, which is semi-automatic, but a gun firing nearly -13 rounds per second- is going to have some hellacious recoil.
There's a reason they teach you to fire in short, controlled bursts in the military. This game seems to have completely missed that logic. Just hold down the trigger and you're good to go.
Honestly, I don't care what happens but something has to happen to drop the Assault Rifle down a notch in order to inspire more specialization. It's pointless otherwise. Why use a weapon that only works from 40m+ (laser rifle) when I just use the weapon that can work at maximum efficiency and still cover the range? I like the shotgun but there's not much room for error and sometimes the gun will derp out and not register damage at all (ask some other users about this).
Recoil, Range, Damage, Bullet Spread... Dunno. It's just annoying seeing a stream of bullets flying out of the gun and knowing they're going exactly where they're being aimed at.
Also, it doesn't make any sense lore-wise being as it's Gallentean and almost certainly a blaster, which is supposed to have the shortest range when compared with similar weapons. Makes me think that if we have get a Heavy Blaster similar to an HMG that it's going to have shotgun range, while projectile assault rifles are going to be acing headshots at 150m+...... |
SponkSponkSponk
The Southern Legion
11
|
Posted - 2013.03.20 13:06:00 -
[22] - Quote
If you want to nerf the standard AR, reduce the magazine size to 48 rounds.
Keep the burst AR at 60 rounds, and you're done. |
Booby Tuesdays
THE DOLLARS
40
|
Posted - 2013.03.20 13:52:00 -
[23] - Quote
Coleman Gray wrote:gbghg wrote:Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me Thats not the AR that's the damage mods Iff thats the case I'm going gek and damage mods, goin tank hunting There are nowhere near enough of these players in the game... |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
56
|
Posted - 2013.03.20 14:52:00 -
[24] - Quote
Then get a tank. I usually kill 15 proto suits in a match. |
Kray Dytt
THE DOLLARS
27
|
Posted - 2013.03.20 14:53:00 -
[25] - Quote
Aeon Amadi wrote: I welcome real world examples to an extent.
A big big factor that a lot of people forget when using them in the defense of Assault Rifle is, as I previously stated, recoil. It's one thing to have reduced recoil per level but when you get to a certain point the bullets are all going to hit on target and the only thing that I've personally seen at the 80m+ range is that the weapon's efficiency goes down, not the accuracy.
Each bullet will hit near center mass of where the user is aiming and the only thing stopping those rounds from doing their full damage is due to the efficiency dropping at those ranges. I don't really feel this should be the case. It's one thing if it's a Tactical Assault Rifle, which is semi-automatic, but a gun firing nearly -13 rounds per second- is going to have some hellacious recoil.
There's a reason they teach you to fire in short, controlled bursts in the military. This game seems to have completely missed that logic. Just hold down the trigger and you're good to go.
Honestly, I don't care what happens but something has to happen to drop the Assault Rifle down a notch in order to inspire more specialization. It's pointless otherwise. Why use a weapon that only works from 40m+ (laser rifle) when I just use the weapon that can work at maximum efficiency and still cover the range? I like the shotgun but there's not much room for error and sometimes the gun will derp out and not register damage at all (ask some other users about this).
Recoil, Range, Damage, Bullet Spread... Dunno. It's just annoying seeing a stream of bullets flying out of the gun and knowing they're going exactly where they're being aimed at.
Also, it doesn't make any sense lore-wise being as it's Gallentean and almost certainly a blaster, which is supposed to have the shortest range when compared with similar weapons. Makes me think that if we have get a Heavy Blaster similar to an HMG that it's going to have shotgun range, while projectile assault rifles are going to be acing headshots at 150m+......
Fair points. I can see altering recoil as a good solution to better balance the AR. |
Beren Hurin
OMNI Endeavors
282
|
Posted - 2013.03.20 15:20:00 -
[26] - Quote
I've been seeing lots of guys kill people outside of scanner range. I feel like a GEK being fired should light up the shooter on the radar? What are everyone's thoughts? |
GeneralButtNaked
ZionTCD Legacy Rising
147
|
Posted - 2013.03.20 16:32:00 -
[27] - Quote
Beren Hurin wrote:I've been seeing lots of guys kill people outside of scanner range. I feel like a GEK being fired should light up the shooter on the radar? What are everyone's thoughts? +1 Any weapon fire should make you show up on the map.
As far as the AR goes, I agree with the reduction in clip size.
The other thing that needs to be added is more recoil, but more importantly, you have to change the mechanic that allows someone to roll off the trigger and get an immediate reset to zero values. |
Vermaak Doe
SVER True Blood Unclaimed.
570
|
Posted - 2013.03.20 16:39:00 -
[28] - Quote
Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov |
Rachoi
HavoK Core
35
|
Posted - 2013.03.20 16:43:00 -
[29] - Quote
Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov
yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it.
|
Mobius Wyvern
BetaMax. CRONOS.
1251
|
Posted - 2013.03.20 18:11:00 -
[30] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP Again, Damage Mods without stacking penalties. The weapons are fine, its the Damage Mods. |
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Aeon Amadi
WarRavens
1102
|
Posted - 2013.03.20 18:19:00 -
[31] - Quote
Rachoi wrote:Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it.
Lot of people make the crucial mistake of running -AWAY- from the Laser Rifle and directly into the optimal of the weapon. The more you run away from it, the more punishment you're asking for.
As I've stated previously, you can't ask to fix the Laser Rifle and you can't say it's overpowered. Why? The skills are broken. For a month myself and Zero Harpuia clamored for the reform of this because CCP didn't even acknowledge that the skills were, in fact, broken until just recently and apparently a fix is in the pipeline.
For all we know the weapon could be performing (currently) as though all skills are at level 5. For all we know, they could be performing as though all skills are level 0. Until we know, however, you can't say that the weapon is over-powered.
That, and I'll say this: The weapon is absolutely useless at <40/50m ranges. Cross that with the fact that it suffers from the same issue as the Assault Rifle (damage mods potentially not having stacking penalties) and you can get some amazing results from it if you know how to use it, but you better carry a sidearm because it's a very circumstantial weapon. |
Aeon Amadi
WarRavens
1102
|
Posted - 2013.03.20 18:21:00 -
[32] - Quote
Mobius Wyvern wrote:Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP Again, Damage Mods without stacking penalties. The weapons are fine, its the Damage Mods.
Please read my post(s). I understand that it's a wall of text but the Assault Rifles don't need Damage Mods to be overly lethal with just a few rounds.
500 Damage per Second will kill almost anything in this game, and that's not taking into account the innate bonus from weapon efficiency (110%) or headshot bonuses (165%). Heavies may survive the first second of fire but being as they can't move out of the bullet stream they almost inevitably will NOT survive the second second.
.... Lol. Second second. |
Severus Smith
ZionTCD Legacy Rising
184
|
Posted - 2013.03.20 18:37:00 -
[33] - Quote
Mobius Wyvern wrote:Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP Again, Damage Mods without stacking penalties. The weapons are fine, its the Damage Mods. Not quite so. While yes, the stacking penalties are not being applied to Damage Mods at this time it really isn't much of a difference.
EVE-Wiki: Stacking Penalties
3x 10% damage modifiers with compound bonus: 33% 3x 10% damage modifiers with no penalty: 30% 3x 10% damage modifiers with stacking penalty: 26.4%
Difference: 5.6% / 2.6% depending on if its compound or not. That's roughly 25 DPS extra for the Duvolle. Not much.
Now 4x modifiers does get a bit broken. 44% compounded vs 29.9% with penalty. That's roughly 75 DPS extra for the Duvolle. But that requires a Proto VK.0 Logi or Proto VK.1 Assault / Logi to fit.
The real problem is the lack of recoil and the clip size as others have stated before. The AR can hit you at 80+ meters dead on with continuous automatic fire and put out near it's full DPS. And since it's so accurate excellent players can get a stream of headshots and just decimate. If there was spread or recoil at longer ranges then the AR would be better. Heck, keeping it's stats the same but having it get more inaccurate the longer you fired would probably stop most of the issues. That would line it up with reality, keep it as a versatile weapon, but ensue that it isn't the King of all Trades it is close to being today. |
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 18:49:00 -
[34] - Quote
Aeon Amadi wrote:Please read my post(s). I understand that it's a wall of text but the Assault Rifles don't need Damage Mods to be overly lethal with just a few rounds.
500 Damage per Second will kill almost anything in this game, and that's not taking into account the innate bonus from weapon efficiency (110%) or headshot bonuses (165%). Heavies may survive the first second of fire but being as they can't move out of the bullet stream they almost inevitably will NOT survive the second second. Have to agree. I played a Type-A and VK.0 Heavy with 1000+ armor. I should fear the Laser Rifle and it's armor melting craziness or the Shotgun and its ability to blast me to shreds. But I actually fear the Assault Rifle and it's ability to seemingly hit me from anywhere, regardless of cover, with a stream of bullets that rips my armor to shreds in half a second with precision accuracy.
Needless to say I don't play Armor Heavies anymore. Losing a 100K Proto Heavy suit to a Duvolle in 1.3 seconds when I had 1000+ HP was infuriating. It very well could be me sucking, or it could be that there's a slight problem when I fear the jack of all trades weapon 50x more than the weapons specifically designed to counter my class (IE: LR and Shotgun).
Aeon Amadi wrote:.... Lol. Second second. Yay English! |
Aeon Amadi
WarRavens
1103
|
Posted - 2013.03.20 18:49:00 -
[35] - Quote
Severus Smith wrote:Mobius Wyvern wrote:Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP Again, Damage Mods without stacking penalties. The weapons are fine, its the Damage Mods. Not quite so. While yes, the stacking penalties are not being applied to Damage Mods at this time it really isn't much of a difference. EVE-Wiki: Stacking Penalties3x 10% damage modifiers with compound bonus: 33% 3x 10% damage modifiers with no penalty: 30% 3x 10% damage modifiers with stacking penalty: 26.4% Difference: 5.6% / 2.6% depending on if its compound or not. That's roughly 25 DPS extra for the Duvolle. Not much. Now 4x modifiers does get a bit broken. 44% compounded vs 29.9% with penalty. That's roughly 75 DPS extra for the Duvolle. But that requires a Proto VK.0 Logi or Proto VK.1 Assault / Logi to fit. The real problem is the lack of recoil and the clip size as others have stated before. The AR can hit you at 80+ meters dead on with continuous automatic fire and put out near it's full DPS. And since it's so accurate excellent players can get a stream of headshots and just decimate. If there was spread or recoil at longer ranges then the AR would be better. Heck, keeping it's stats the same but having it get more inaccurate the longer you fired would probably stop most of the issues. That would line it up with reality, keep it as a versatile weapon, but ensue that it isn't the King of all Trades it is close to being today.
To add on to what Severus is saying, we're talking about the coded recoil - not the animation. They had "increased" the recoil previously and the only thing it seemed to do was make the Tactical Assault Rifle (still using a scope) useless. I know this because it was the gun I had chosen to specialize in in the previous build and once the changes hit I could no longer use it as the recoil was too high to use it efficiently.
However, I can say with almost absolute certainty that the Assault Rifle (fully automatic) suffers more from Cosmetic Recoil in that the animation will show but the weapon doesn't actually have any notable recoil, returning to it's original position fast enough for the next shot to place. |
Aeon Amadi
WarRavens
1103
|
Posted - 2013.03.20 18:51:00 -
[36] - Quote
Severus Smith wrote:Aeon Amadi wrote:Please read my post(s). I understand that it's a wall of text but the Assault Rifles don't need Damage Mods to be overly lethal with just a few rounds.
500 Damage per Second will kill almost anything in this game, and that's not taking into account the innate bonus from weapon efficiency (110%) or headshot bonuses (165%). Heavies may survive the first second of fire but being as they can't move out of the bullet stream they almost inevitably will NOT survive the second second. Have to agree. I play ed a Type-A and VK.0 Heavy with 1000+ armor. I should fear the Laser Rifle and it's armor melting craziness or the Shotgun and its ability to blast me to shreds. But I actually fear the Assault Rifle and it's ability to seemingly hit me from anywhere, regardless of cover, with a stream of bullets that rips my armor to shreds in half a second with precision accuracy. Needless to say I don't play Armor Heavies anymore. Losing a 100K Proto Heavy suit to a Duvolle in 1.3 seconds when I had 1000+ HP was infuriating. It very well could be me sucking, or it could be that there's a slight problem when I fear the jack of all trades weapon 50x more than the weapons specifically designed to counter my class (IE: LR and Shotgun). Aeon Amadi wrote:.... Lol. Second second. Yay English!
Wholeheartedly agree, brother Started out as a Heavy then realized how terrible of a decision it was, moved to the Scout.
That and I sort of like the high intensity, no room for errors sort of play. |
Vin Mora
Sand Mercenary Corps Inc.
0
|
Posted - 2013.03.20 18:54:00 -
[37] - Quote
I agree that the AR isn't 'OP' but it is definitely the Master of all Trades.
I have stopped using other weapons that I *WANT* to use (Mass Driver and Laser Rifle) because I die at least twice, if not three, times more often.
My suggestion would be to have only Advanced tier and higher grades of ARs be fully automatic. All others should be burst fire. |
Aeon Amadi
WarRavens
1103
|
Posted - 2013.03.20 18:57:00 -
[38] - Quote
Vin Mora wrote:I agree that the AR isn't 'OP' but it is definitely the Master of all Trades.
I have stopped using other weapons that I *WANT* to use (Mass Driver and Laser Rifle) because I die at least twice, if not three, times more often.
My suggestion would be to have only Advanced tier and higher grades of ARs be fully automatic. All others should be burst fire.
Disagree. This would impact players by forcing them to use a weapon that they may not be accustomed to and (very much in the same sense of what you're going through) force them to use a weapon they don't -want- to use. |
Vin Mora
Sand Mercenary Corps Inc.
0
|
Posted - 2013.03.20 19:05:00 -
[39] - Quote
Aeon Amadi wrote:Vin Mora wrote:I agree that the AR isn't 'OP' but it is definitely the Master of all Trades.
I have stopped using other weapons that I *WANT* to use (Mass Driver and Laser Rifle) because I die at least twice, if not three, times more often.
My suggestion would be to have only Advanced tier and higher grades of ARs be fully automatic. All others should be burst fire. Disagree. This would impact players by forcing them to use a weapon that they may not be accustomed to and (very much in the same sense of what you're going through) force them to use a weapon they don't -want- to use. Then maybe offer the AR variants at all levels? How about that? Something to switch it up.
Or maybe they can fix how grenades work which would also fix Mass Drivers.
|
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 19:12:00 -
[40] - Quote
Vin Mora wrote:I agree that the AR isn't 'OP' but it is definitely the Master of all Trades.
I have stopped using other weapons that I *WANT* to use (Mass Driver and Laser Rifle) because I die at least twice, if not three, times more often.
My suggestion would be to have only Advanced tier and higher grades of ARs be fully automatic. All others should be burst fire. This wouldn't fix the problem as it would still exist at Advanced and Proto levels. The problem is the long range and lack of recoil. It's the same thing people have been complaining about with the HMG. That is gets more accurate the longer you fire and has a supposedly "long" range. So everyone wants the range reduced. Do something similar with the AR; where it has a long range but becomes less accurate the longer you fire.
So you'd have the HMG as a close range, and increasingly accurate, spray of bullets. And the AR as a long range, but increasingly inaccurate, spray of bullets. The AR would still beat the HMG at range (as it should) and the HMG would beat the AR in CQC (as it should). It would also give the LR a strong position as the long range, and accurate, spray of photons albeit with no CQC ability. |
|
Jathniel
G I A N T
100
|
Posted - 2013.03.20 19:23:00 -
[41] - Quote
I praise Aeon Amadi and others for valiantly making the case for balancing the Assault Rifle (yet again), but come on guys, we've been down this road before. All we did was lose the AR variant that we love the most.... the Tac. (A true precision weapon that required skill.)
As logical and backed by numbers as they may be, I doubt CCP agrees with the arguments. Their actions reveal this: -Tighter red zones overall were implemented in Ambush, to ensure everyone was within range of AR ( and dropships within range of AV).
- Scopes removed from the full-auto ARs made a superficial and temporary hit to overall AR accuracy. The "kick" and so-called "recoil" added takes a little over 3 seconds to appear, and is BARELY there when it does. (Come on, they knew this didn't change anything.)
If the ARs work as the devs intended, then surely they know that a fully spec'd assault with fully spec'd AR is the King of the battlefield. Niches be damned.
That's why I asked for ARs to become a sidearm, and Vermaak Doe asked for carbine sidearm variants. If the weapon can't be rebalanced, we should at least get access to it.
But I still stand by this OP and the arguments for rebalance presented. |
Aeon Amadi
WarRavens
1108
|
Posted - 2013.03.20 20:11:00 -
[42] - Quote
Jathniel wrote:I praise Aeon Amadi and others for valiantly making the case for balancing the Assault Rifle (yet again), but come on guys, we've been down this road before. All we did was lose the AR variant that we love the most.... the Tac. (A true precision weapon that required skill.)
As logical and backed by numbers as they may be, I doubt CCP agrees with the arguments. Their actions reveal this: -Tighter red zones overall were implemented in Ambush, to ensure everyone was within range of AR ( and dropships within range of AV).
- Scopes removed from the full-auto ARs made a superficial and temporary hit to overall AR accuracy. The "kick" and so-called "recoil" added takes a little over 3 seconds to appear, and is BARELY there when it does. (Come on, they knew this didn't change anything.)
If the ARs work as the devs intended, then surely they know that a fully spec'd assault with fully spec'd AR is the King of the battlefield. Niches be damned.
That's why I asked for ARs to become a sidearm, and Vermaak Doe asked for carbine sidearm variants. If the weapon can't be rebalanced, we should at least get access to it.
But I still stand by this OP and the arguments for rebalance presented.
I stated this, actually. The Tactical Assault Rifle needs it's recoil knocked down a notch, the Breach needs a damage increase and the Assault Rifle needs -something- done to it to even it out with all of the other variants.
The Burst I'm mixed about. Not sure why the hell it has a seven round burst but it's just as deadly as the regular Assault Rifle, only difference is the delay between shots at least allows you some breathing room to strafe in between the bullet streams (provided you lived through the first one). |
Severus Smith
ZionTCD Legacy Rising
185
|
Posted - 2013.03.20 20:51:00 -
[43] - Quote
Aeon Amadi wrote:I stated this, actually. The Tactical Assault Rifle needs it's recoil knocked down a notch, the Breach needs a damage increase and the Assault Rifle needs -something- done to it to even it out with all of the other variants.
The Burst I'm mixed about. Not sure why the hell it has a seven round burst but it's just as deadly as the regular Assault Rifle, only difference is the delay between shots at least allows you some breathing room to strafe in between the bullet streams (provided you lived through the first one). While I am sure I'll get trolled for this I really wish they followed the Human AR variants in Halo 4. They just seemed perfectly balanced to me.
Burst = SAW (Close Quarters) - Very High Automatic ROF (Rate of Fire) - Average DPB (Damage per bullet) - High recoil - Inaccurate (Large spread) - Shorter range
Assault = Assault Rifle (Versatility) - Average Automatic ROF - Average DPB - Average recoil - Accurate - Average range
Breach = Battle Rifle (Open areas) - 3 shot Burst - High DPB - Low Recoil - Accurate - Good range
Tactical = DMR (Marksman) - Single shot - Very High DPB - Negligible recoil - Extremely accurate - Very Good range
That would give each gun a use. Burst for handling CQC, Breach for open areas, Tactical for a long range marksman, Assault for versatility. |
Vermaak Doe
SVER True Blood Unclaimed.
575
|
Posted - 2013.03.20 23:12:00 -
[44] - Quote
Rachoi wrote:Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high |
mikegunnz
Pink Fluffy Bounty Hunterz
453
|
Posted - 2013.03.20 23:46:00 -
[45] - Quote
Vermaak Doe wrote:Rachoi wrote:Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high
100% agree. People had been whining about LR needed a nerf. I've always said it'd be fine if armor had like double the resistance to lasers that it has now. |
Aeon Amadi
WarRavens
1109
|
Posted - 2013.03.21 04:45:00 -
[46] - Quote
mikegunnz wrote:Vermaak Doe wrote:Rachoi wrote:Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high 100% agree. People had been whining about LR needed a nerf. I've always said it'd be fine if armor had like double the resistance to lasers that it has now.
Quite the contrary, this is only acceptable in the case that there is a weapon of similar design which can work against armor in the same right. 90% efficiency against shields and 135% against armor, vice versa. There currently is no other weapon similar in design and thereby it's fine the way it is.
|
Vermaak Doe
SVER True Blood Unclaimed.
581
|
Posted - 2013.03.21 04:57:00 -
[47] - Quote
Aeon Amadi wrote:mikegunnz wrote:Vermaak Doe wrote:Rachoi wrote:Vermaak Doe wrote:Lr also needs changing, less armor damage and recoil or some kind of thermal output that disrupts the shooter's pov yeah.. dont whine about that, its a friggin' projected energy laser at a high enough frequency to melt armor. if you're having issues with that, then learn to move fast between cover. the only time LR is dangerous to armor is near the emergency heat vent temp, and that takes over half a battery to do. and there is something to distort sight with the laser rifle, its a bunch of plasma vapors that come up in your face when you aim with it. Problem is unlike the hmg it melts both it's target for a defense (shields) and what it should be doing less damage to (armor). Also I've used it for a long time, I'm pretty sure I've got an accurate critique on it. Also if that really distorts your aim you have brightness too high 100% agree. People had been whining about LR needed a nerf. I've always said it'd be fine if armor had like double the resistance to lasers that it has now. Quite the contrary, this is only acceptable in the case that there is a weapon of similar design which can work against armor in the same right. 90% efficiency against shields and 135% against armor, vice versa. There currently is no other weapon similar in design and thereby it's fine the way it is. So the smg, hmg, and mass driver are from my imagination? |
Meeko Fent
Kinsho Swords Caldari State
17
|
Posted - 2013.03.21 14:17:00 -
[48] - Quote
Kray Dytt wrote: The assault rifle is the "jack of all trades", which means it functions well in almost all scenarios. Which is also the reason an assault rifle is the "standard" soldier weapon.
More specialised weapons are meant for more specialised tasks. Which means that when they go up against an AR outside of their comfort zone, they should be at a disadvantage.
There is only an issue when an AR actually beats (or equals) a specialised weapon in that weapons role. So, for instance, if you could snipe more efficiently with an AR than a Sniper rifle. Or mow down a cluster of reddots at short to medium range quicker than an HMG.Or destroy a tank faster than a Forge Gun. Etcetera, etcetera.
Now, I'm not saying that that is not the case (though I think it isn't all that bad overall, but there might be some specialised roles that an AR is slightly to good at). But simply saying AR's need to be nerfed in general is way to simplified. If anything, (some of) the specialised weapons need to be buffed in their respective role.
Very good point, But the shotguns are very Effective in there role, I Used a Mil Shotty one day, got like 5 kills in one death. Sniper should be a Able to drop Scouts in one shot, but shouldn't have no spread when crouchd. Less spread when crouchd yes HMG should be somewhat of a beefy AR for the heavy
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Daedric Lothar
Onslaught Inc
5
|
Posted - 2013.03.21 14:40:00 -
[49] - Quote
Aeon Amadi wrote: .....With that in mind, the Assault Rifle wins almost all the time simply due to the fact that it's user is inevitably going to be more mobile, more accurate, more versatile and have a substantially tighter bullet spread.....
I always thought of Heavies as a suppression platform, Assault clears a path to the next cover, heavy moves up and starts laying suppression for the Assault to move to the new cover. Heavy constantly laying down DPS whether there is something there to shoot or not. Make them keep their heads down.
In this case, of course a up close Assault will always win, they are supposed to be more mobile, accurate and versatile. They are the base runners. |
Aeon Amadi
WarRavens
1114
|
Posted - 2013.03.21 15:04:00 -
[50] - Quote
Vermaak Doe wrote: So the smg, hmg, and mass driver are from my imagination?
.... Not sure how the hell you compare the SMG/HMG and/or the Mass Driver to a Laser Rifle in terms of functionality and usage... Because that SMG can -totally- hit out to 80-100m, let me tell you...
Vermaak, I'm starting to think you're contradicting me for the sake of contradicting me, seriously.
Daedric Lothar wrote:Aeon Amadi wrote: .....With that in mind, the Assault Rifle wins almost all the time simply due to the fact that it's user is inevitably going to be more mobile, more accurate, more versatile and have a substantially tighter bullet spread.....
I always thought of Heavies as a suppression platform, Assault clears a path to the next cover, heavy moves up and starts laying suppression for the Assault to move to the new cover. Heavy constantly laying down DPS whether there is something there to shoot or not. Make them keep their heads down. In this case, of course a up close Assault will always win, they are supposed to be more mobile, accurate and versatile. They are the base runners.
That should be the case, yes, but being as there's no features that support suppression the only thing that it actually does is affect the psychological aspect - which doesn't really work here.
The reason suppression works in real-life is because I know that if I stand up into a hail of bullets I'm going to die, and that all of the debates on the afterlife are about to get answered (at least for me). Knowing that I'm going to be okay immediately afterward, I can risk some recklessness and attempt to kill the enemy before they kill me.
Battlefield 3 did Suppression correctly by blurring your vision, making it harder to shoot. Hell, it even gave points if you put someone in suppression while another player killed them. If it's more difficult for you to shoot than you're going to want to get the hell out of dodge in order to make a better attempt to kill them later, so if we incorporated that then we'd even have more room to make the HMG less lethal as it would still be serving a purpose.
Otherwise... Well, it's just that - a death cannon, in the right hands.
Edit: If an Assault is winning up close (as you say, they will always win) then the HMG isn't fulfilling it's role appropriately in terms of it being a close-mid range weapon with superior firepower. Just goes to prove my point, actually. |
|
Vermaak Doe
SVER True Blood Unclaimed.
594
|
Posted - 2013.03.21 15:17:00 -
[51] - Quote
(If I didn't misread what you said) you claimed that no other weapon worked against armor in a similar fashion when those weapons clearly do more damage to armor, while not out to the same range the mass driver deals more raw damage |
mikegunnz
Pink Fluffy Bounty Hunterz
454
|
Posted - 2013.03.21 15:23:00 -
[52] - Quote
Vermaak Doe wrote:(If I didn't misread what you said) you claimed that no other weapon worked against armor in a similar fashion when those weapons clearly do more damage to armor, while not out to the same range the mass driver deals more raw damage
+1
Amadi, you were suggesting that if the laser have a noticeable deficiency against armor, then there should be weapons that have a proficiency against armor. Vermaak was pointing out how the SMG, HMG, and MD already are proficient against armor. |
Aeon Amadi
WarRavens
1114
|
Posted - 2013.03.21 17:29:00 -
[53] - Quote
Wrong.
"Quite the contrary, this is only acceptable in the case that there is a weapon of similar design which can work against armor in the same right. "
Find me a weapon that does sufficient damage in the same weapon category, being a mid/long range weapon that fires a direct stream (similar to a Laser Rifle or Assault Rifle) that is accurate enough to engage at those differences. My statement has absolutely nothing to do with the amount of damage against armor or the amount of it's efficiency, only that there are no other weapons within the same engagement range that are effective against armor.
Edit: While we're at it, find the efficiency percentages against them. Weapons do different damages against Armor/Shields. The HMG I know for a fact does 95% damage against Shields, for instance.
Further Edit: Regardless this is off topic. This thread is about Assault Rifles and this is digressing from the point in case. If you really feel that it needs to be discussed, find a thread regarding it or make one. |
Snagman 313
Carbon 7
41
|
Posted - 2013.03.22 09:29:00 -
[54] - Quote
Only just seen this thread duno how I missed it.
I can see most of the points in this discussion have been raised and countered, however there are a couple of things I would like to make a point of.
Firstly it was earlier mentioned that the standard HMG does 19 damage per shot, this is incorrect it's 16 damage per shot (sorry but the HMG is my baby and I want it done justice).
Second I don't really think that the AR is op it's just that it does well in MOST (not all) situations (I don't use one but I'll readily admit it has more uses than my HMG, Assault FG or LR). Currently we are seeing the return of the Duvolle which is the best of the bunch from what I have seen. Simply it can be used effectively at close and medium range while with skills become very effective at long range. And that is part of the hurt for me as a specialised class because if I want to outgun an AR player I must get my HMG and move into 30-45m range for maximum efficiency while they can usually hit me from 60-75m with ease while still doing somewhere from 30-40 damage per shot. Obviously I can try to hit them at such a distance with my high sharpshooter skill but the damage is laughable at that range (might as well use foul language). So in such a case I would switch to my LR fit which give me the range back, however an AR user can then get up close and hip fire whereas the LR suffers badly at close range combat and you then go back to it's ability to be useful in MOST (not all) situations.
Rather than nerf the AR as was originally suggested I would prefer to see other weapons buffed in their specialised area, HMG's could get a higher ROF (which should increase heat buildup accordingly and muzzle climb as well) thus returning them to the close medium range red berry juicer that they should be IMO (you can even pull it's range back to 50m for all I care) and LRs could get a higher damage at near max range with a reduced close range damage maybe. And that would give you something more than hopes and dreams to try and spec into something other than ARs.
My greatest concern about this topic was realised last night actually where I ran in a match and I was the ONLY player using something other than an AR (call bs if you want but thats what I saw), there where players in different suits, heavy type 2s and scout B series but they were all using advanced to proto AR's, why because in most of the maps we currently play on it is the best weapon for a quickly changing battle as it can offer almost HMG dps (20% less for a standard level weapon) in a package that can fire almost as far as and LR that can be used well in CQC. I don't blame the AR it does what it says on the tin, but I would just like to see more incentive to use the specialised weapons heck I'm thinking about using the AR just so I can stay in the game.
thoughs???
Snag |
Kray Dytt
THE DOLLARS
32
|
Posted - 2013.03.22 09:58:00 -
[55] - Quote
Snagman 313 wrote:
Rather than nerf the AR as was originally suggested I would prefer to see other weapons buffed in their specialised area, HMG's could get a higher ROF (which should increase heat buildup accordingly and muzzle climb as well) thus returning them to the close medium range red berry juicer that they should be IMO (you can even pull it's range back to 50m for all I care) and LRs could get a higher damage at near max range with a reduced close range damage maybe. And that would give you something more than hopes and dreams to try and spec into something other than ARs.
Agreed, the difference should be bigger, i.e: specialised weapons should receive a buff in their area at the cost of effectiveness outside of their area.
Snagman 313 wrote: My greatest concern about this topic was realised last night actually where I ran in a match and I was the ONLY player using something other than an AR (call bs if you want but thats what I saw), there where players in different suits, heavy type 2s and scout B series but they were all using advanced to proto AR's, why because in most of the maps we currently play on it is the best weapon for a quickly changing battle as it can offer almost HMG dps (20% less for a standard level weapon) in a package that can fire almost as far as and LR that can be used well in CQC. I don't blame the AR it does what it says on the tin, but I would just like to see more incentive to use the specialised weapons heck I'm thinking about using the AR just so I can stay in the game.
I think this is largely due to the limited amount of game modes and maps. With more types of play and more (and especially larger) maps, I think specialised weapons will have much more use. |
semperfi1999
Internal Error. Negative-Feedback
374
|
Posted - 2013.03.22 13:37:00 -
[56] - Quote
I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. |
NAV HIV
The Generals
164
|
Posted - 2013.03.22 13:42:00 -
[57] - Quote
The Infected One wrote:Ok so I don't have the game screen in front of me right now so let's see if I can do this from memory. (Just base stats of the weapon, not counting proficiency and weaponry upgrades or damage mods)
Prototype AR does what, 34 damage per bullet, at roughly 750 rpm, that works out to 750/60=12.5 bullets/sec @ 34 damage each = 34x12.5=425 damage per sec. 34 damage per bullet x 60 in the mag = 2040 per mag. 60 sec / 12.5 bullets per sec = empty mag in 4.8 sec.
Standard HMG does 19 damage per bullet, fires at roughly 2000 rpm, that works out to 2000/60sec = 33.33333333333 (we will say 33.3) bullets/sec @ 19 damage per bullet = 19x33.3= 632.7 damage per sec. 19 damage x 450? in the mag (overheat if constant fire leaves about 120 left) so 330 = 6270 damage per full mag to overheat.
You claim that your suit has an EHP of 1053 and he's dropping you instantly, assuming he lands every shot it requires 1053 EHP / 425 damage per sec = 2.477 sec of sustained fire with 100% accuracy to kill your suit.
The standard HMG does 3.07x more damage per full sustained fire cycle than the prototype AR, and 1.4887x damage over the prototype AR per sec.
Inside each weapons optimal range, you are dead regardless if you can land every shot. The problem you are having is because of damage mods (which can be applied to both of these types of weapons I have listed)
How does the AR need a nerf?
Rethink your situation and how you got killed, learn from it, learn to counter it instead of just posting yet another stupid "Nerf X because it kills me in Y suit" thread.
TL;DR - READ IT BEFORE YOU MAKE ANOTHER STUPID POST PLEASE. Also, if there are any errors in actual game values of just the weapons before enhancements (skills or mods) keep in mind this is just from memory and not having any in game into in front of me.
+1 |
Kray Dytt
THE DOLLARS
33
|
Posted - 2013.03.22 13:44:00 -
[58] - Quote
semperfi1999 wrote: ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue.
This is true. Apart from using manual burst-fire to combat recoil, I find myself often not using ADS because I need to see what I'm aiming at. Something about that feels a bit... off :)
Edit: Though CCP has revealed that the sights will be improved in the next build (when that build will be released though, no idea). |
Aeon Amadi
WarRavens
1115
|
Posted - 2013.03.22 14:04:00 -
[59] - Quote
Snagman 313 wrote:
Rather than nerf the AR as was originally suggested I would prefer to see other weapons buffed in their specialised area, HMG's could get a higher ROF (which should increase heat buildup accordingly and muzzle climb as well) thus returning them to the close medium range red berry juicer that they should be IMO (you can even pull it's range back to 50m for all I care) and LRs could get a higher damage at near max range with a reduced close range damage maybe. And that would give you something more than hopes and dreams to try and spec into something other than ARs. Snag
This was the argument used in the Eve Online forums when the Drake was on the chopping block for being over-powered (and it wasn't, but it's weaponry of choice was). Here was CCP Fozzie's response.
" Why nerf things when you could buff things instead?
When we are balancing in a game like Eve we always need to be concious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance."
semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue.
Okay, since you obviously skipped over my post on the Laser Rifle's I'll put it in underline so you can read it clearly.
Laser Rifles are not good for close combat, doing -less- damage as the target gets closer.
Laser Rifles have to be continuously fired in order to achieve their maximum efficiency.
Laser Rifles have heat-buildup and cooldown, and will even damage the user if overheated.
Laser Rifle skills are BROKEN and currently neither of the skills work in any degree, so you can't say nerf something that we don't know is working as intended.
Another thing you're completely forgetting when it comes to the HMG are these points:
HMG starts out at 95% efficiency, where as the AR starts at 110% efficiency. You're already getting a bonus to damage just by shooting at the target where as the HMG is getting reduced damage.
HMG has a MUCH larger bullet spread and takes time for the shots to start lining up from the shrinking retical. NOT ALL OF THOSE ROUNDS ARE LANDING.
HMG can't hit at 100m+
HMG has an eight second reload time.
And this part is important:
HMG is a -SPECIALIST- weapon, meaning that you are FORCED to go with the Heavy suit and take it's extreme reduction in mobility and lack an equipment slot - meaning you will never have the same versatility as any other suit (all of which can use the AR).
If you can find a way to counter every single one of those points then I might tip my hat to you, but as it stands your arguments are just in blind defense of the Assault Rifle - which honestly isn't surprising considering it's the staple weapon of your corporation and it's not exactly unknown that they like to stack the ever living **** out of damage mods. |
LJG XX
Planetary Response Organisation Test Friends Please Ignore
3
|
Posted - 2013.03.22 14:32:00 -
[60] - Quote
Coleman Gray wrote:gbghg wrote:*yawn* waiting for credible well thought out argument with numbers as hard evidence post to nerf AR's if I was filimg it I would show, but I have a heavy dropsuit fitting with 100 shield 953 armour and a guy in proto with a kill switch Gek dropped in the instant he seen me My type A assault, weaponry lvl5, assault rifle ops lvl5, sharpshooter lvl5, my gek with one damage mod, aim at head, heavy down, end of story... |
|
LJG XX
Planetary Response Organisation Test Friends Please Ignore
3
|
Posted - 2013.03.22 14:44:00 -
[61] - Quote
Charlotte O'Dell wrote:Then get a tank. I usually kill 15 proto suits in a match. Truthfully said, I've seen it done, beautiful sight. |
Snagman 313
Carbon 7
41
|
Posted - 2013.03.22 14:54:00 -
[62] - Quote
Aeon Amadi wrote:Snagman 313 wrote:
Rather than nerf the AR as was originally suggested I would prefer to see other weapons buffed in their specialised area, HMG's could get a higher ROF (which should increase heat buildup accordingly and muzzle climb as well) thus returning them to the close medium range red berry juicer that they should be IMO (you can even pull it's range back to 50m for all I care) and LRs could get a higher damage at near max range with a reduced close range damage maybe. And that would give you something more than hopes and dreams to try and spec into something other than ARs. Snag
This was the argument used in the Eve Online forums when the Drake was on the chopping block for being over-powered (and it wasn't, but it's weaponry of choice was). Here was CCP Fozzie's response. " Why nerf things when you could buff things instead?
When we are balancing in a game like Eve we always need to be concious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance."semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue.
Okay, since you obviously skipped over my post on the Laser Rifle's I'll put it in underline so you can read it clearly. Laser Rifles are not good for close combat, doing -less- damage as the target gets closer.
Laser Rifles have to be continuously fired in order to achieve their maximum efficiency.
Laser Rifles have heat-buildup and cooldown, and will even damage the user if overheated.
Laser Rifle skills are BROKEN and currently neither of the skills work in any degree, so you can't say nerf something that we don't know is working as intended.
Another thing you're completely forgetting when it comes to the HMG are these points: HMG starts out at 95% efficiency, where as the AR starts at 110% efficiency. You're already getting a bonus to damage just by shooting at the target where as the HMG is getting reduced damage.
HMG has a MUCH larger bullet spread and takes time for the shots to start lining up from the shrinking retical. NOT ALL OF THOSE ROUNDS ARE LANDING.
HMG can't hit at 100m+
HMG has an eight second reload time.
And this part is important: HMG is a -SPECIALIST- weapon, meaning that you are FORCED to go with the Heavy suit and take it's extreme reduction in mobility and lack an equipment slot - meaning you will never have the same versatility as any other suit (all of which can use the AR).
If you can find a way to counter every single one of those points then I might tip my hat to you, but as it stands your arguments are just in blind defense of the Assault Rifle - which honestly isn't surprising considering it's the staple weapon of your corporation and it's not exactly unknown that they like to stack the ever living **** out of damage mods.
Interesting I never thought of it that if you simply buffed one thing that it would have in effect nerfed everything else. Guess you learn something new everyday.
Also I'm interested to know why people insist on comparing the proto HMG to the basic AR. As stated earlier the basic HMG does 16 damage per shot, the MH-82 (advanced) does 17.6 damage per shot and finally the Boundless HMG (proto) does 19 damage per shot. Ok rant over.
Snag |
semperfi1999
Internal Error. Negative-Feedback
374
|
Posted - 2013.03.22 15:57:00 -
[63] - Quote
Aeon Amadi wrote:[quote=Snagman 313] Okay, since you obviously skipped over my post on the Laser Rifle's I'll put it in underline so you can read it clearly. Laser Rifles are not good for close combat, doing -less- damage as the target gets closer.
Laser Rifles have to be continuously fired in order to achieve their maximum efficiency.
Laser Rifles have heat-buildup and cooldown, and will even damage the user if overheated.
Laser Rifle skills are BROKEN and currently neither of the skills work in any degree, so you can't say nerf something that we don't know is working as intended.
Another thing you're completely forgetting when it comes to the HMG are these points: HMG starts out at 95% efficiency, where as the AR starts at 110% efficiency. You're already getting a bonus to damage just by shooting at the target where as the HMG is getting reduced damage.
HMG has a MUCH larger bullet spread and takes time for the shots to start lining up from the shrinking retical. NOT ALL OF THOSE ROUNDS ARE LANDING.
HMG can't hit at 100m+
HMG has an eight second reload time.
And this part is important: HMG is a -SPECIALIST- weapon, meaning that you are FORCED to go with the Heavy suit and take it's extreme reduction in mobility and lack an equipment slot - meaning you will never have the same versatility as any other suit (all of which can use the AR).
If you can find a way to counter every single one of those points then I might tip my hat to you, but as it stands your arguments are just in blind defense of the Assault Rifle - which honestly isn't surprising considering it's the staple weapon of your corporation and it's not exactly unknown that they like to stack the ever living **** out of damage mods.
I believe that protoman has already stated that he is more than willing for the HMG to be allowed on the Assault suit so that he can roll it and show people how to use it properly.
Also your argument at the end is regarding the broken dmg mods which should be fixed. Instead of nerfing a weapon that may or may not be benefiting from the broken dmg mods why dont you fix those first?
-Even at 95% efficiency the dmg output it much greater than the AR. Oh and ARs get less efficient against armor but gets a slight bonus on sheilds. -Not all AR rounds land on target either as while HMGs have a small cone fire ARs have recoil -I honestly dont know if the standard AR can hit beyond 100 meters the tact AR can but that is worthless right now -HMG also has 450 mag size so you dont have to reload very often but if you do it takes a while. ARs have to reload after 1 maybe 2 kills. Since HMGs can easily kill 6 guys without reloading we can assume 6 kills then 8 second reload. ARs assuming 2 kills per mag has to spend 9 seconds in reload.
-Lasers dont have to contend with a horrible ADS sight that basically nullifies the supposed 100+m range that the ARs have -Lasers when firing strip sheilds at 120% and when it heats up they do massive dmg although its unknown what that value is considering it burns through a heavy with 1000K armor faster than the Duvolle we can assume its pretty high -The dmg done to the user when the laser overheats is laughable at best. I have never overheated my laser on accident and when I did it on purpose it dinged my shields. Yes the skills for laser are broken but I bet that you actually get all of the skills by putting 1 lvl into it because otherwise the laser wont ever overheat since it only overheats after 80ish rounds. -I do think the lasers need a bit of work but I am willing to wait until the issue with the broken skills get fixed and then look at them again. -ARs when taking dmg had to deal with even more recoil while no other weapon has this detriment of...if being shot making it harder to aim and return fire
ARs can be competetive in most situations but the SMG/HMG/Shotgun beat it in close range, the HMG can beat it in mid range, Laser can beat it in mid/long range and sniper beats it in super long range, MDs cause aiming to move off so can be good in most ranges if the aim is good. If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is. |
Vermaak Doe
SVER True Blood Unclaimed.
602
|
Posted - 2013.03.22 16:24:00 -
[64] - Quote
Laser rifles melt through armor when they should hit it how hmgs hit shields |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
113
|
Posted - 2013.03.22 16:48:00 -
[65] - Quote
Oh wow lol, people still replying to this topic? I am suprised @_@ |
mikegunnz
Pink Fluffy Bounty Hunterz
468
|
Posted - 2013.03.22 17:12:00 -
[66] - Quote
semperfi1999 wrote:
I believe that protoman has already stated that he is more than willing for the HMG to be allowed on the Assault suit so that he can roll it and show people how to use it properly.
Also your argument at the end is regarding the broken dmg mods which should be fixed. Instead of nerfing a weapon that may or may not be benefiting from the broken dmg mods why dont you fix those first?
-Even at 95% efficiency the dmg output it much greater than the AR. Oh and ARs get less efficient against armor but gets a slight bonus on sheilds. -Not all AR rounds land on target either as while HMGs have a small cone fire ARs have recoil -I honestly dont know if the standard AR can hit beyond 100 meters the tact AR can but that is worthless right now -HMG also has 450 mag size so you dont have to reload very often but if you do it takes a while. ARs have to reload after 1 maybe 2 kills. Since HMGs can easily kill 6 guys without reloading we can assume 6 kills then 8 second reload. ARs assuming 2 kills per mag has to spend 9 seconds in reload.
-Lasers dont have to contend with a horrible ADS sight that basically nullifies the supposed 100+m range that the ARs have -Lasers when firing strip sheilds at 120% and when it heats up they do massive dmg although its unknown what that value is considering it burns through a heavy with 1000K armor faster than the Duvolle we can assume its pretty high -The dmg done to the user when the laser overheats is laughable at best. I have never overheated my laser on accident and when I did it on purpose it dinged my shields. Yes the skills for laser are broken but I bet that you actually get all of the skills by putting 1 lvl into it because otherwise the laser wont ever overheat since it only overheats after 80ish rounds. -I do think the lasers need a bit of work but I am willing to wait until the issue with the broken skills get fixed and then look at them again. -ARs when taking dmg had to deal with even more recoil while no other weapon has this detriment of...if being shot making it harder to aim and return fire
ARs can be competetive in most situations but the SMG/HMG/Shotgun beat it in close range, the HMG can beat it in mid range, Laser can beat it in mid/long range and sniper beats it in super long range, MDs cause aiming to move off so can be good in most ranges if the aim is good. If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is.
I agree with almost everything you said. My one note, I believe that the bolded comment on ARs is incorrect. I am pretty sure they are one of the weapons that do equal damage to both shields and armor. |
semperfi1999
Internal Error. Negative-Feedback
374
|
Posted - 2013.03.22 18:15:00 -
[67] - Quote
Well I could be wrong but I thought they did get a slight negative on armor...........oh well if it is wrong then just strike it out my whole argument does not ride on that one fact fortunately. |
Aeon Amadi
WarRavens
1116
|
Posted - 2013.03.22 19:23:00 -
[68] - Quote
semperfi1999 wrote: If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is.
Then by that right you should have no issue using the Assault Rifle to it's maximum capability to be able to kill any other player by versatility alone as it has -no drawbacks-.
And don't say recoil, your first skill reduces the recoil so that's not exactly admissible.
To be honest, I have no clue how to respond to your argument being as you're basically saying that the Assault Rifle should be able to overpower the HMG - which it shouldn't. The HMG is perfectly balanced in it's current iteration and the Assault Rifle should -not- be able to down a heavy in as little as two seconds of continuous fire. Heavy can't move out of the way as well as an Assault Suit, so it's a matter of the Assault Suit moving out of the way of the Heavy's fire - something that's not hard to do.
And I am hard pressed to believe that "not all rounds land on target" with an Assault Rifle, the only time that ever happens is due to user error. The gun can land shots accurately and consistently well over 80m+ if you put some time to train sharpshooter and there's a lot of people who have. |
RINON114
B.S.A.A.
67
|
Posted - 2013.03.23 00:26:00 -
[69] - Quote
Aeon Amadi wrote:semperfi1999 wrote: If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is. Then by that right you should have no issue using the Assault Rifle to it's maximum capability to be able to kill any other player by versatility alone as it has -no drawbacks-. And don't say recoil, your first skill reduces the recoil so that's not exactly admissible. To be honest, I have no clue how to respond to your argument being as you're basically saying that the Assault Rifle should be able to overpower the HMG - which it shouldn't. The HMG is perfectly balanced in it's current iteration and the Assault Rifle should -not- be able to down a heavy in as little as two seconds of continuous fire. Heavy can't move out of the way as well as an Assault Suit, so it's a matter of the Assault Suit moving out of the way of the Heavy's fire - something that's not hard to do. And I am hard pressed to believe that "not all rounds land on target" with an Assault Rifle, the only time that ever happens is due to user error. The gun can land shots accurately and consistently well over 80m+ if you put some time to train sharpshooter and there's a lot of people who have. I get destroyed by heavies all the time, what game are you playing? Two seconds is also a damn long time, an HMG will ruin your day in much less than a second if the user is skilled.
I think what's happening here is a case of misunderstanding. The AR is easier to skill into and therefore players are "better" more quickly. If we pit proto AR vs proto HMG in a mano e mano duel the HMG will win within optimal HANDS DOWN. The AR will obviously destroy him at longer ranges because that's it's drawiback: It isn't better than any weapon in their designed roles. |
Monkxx
Ikomari-Onu Enforcement Caldari State
28
|
Posted - 2013.03.23 05:02:00 -
[70] - Quote
RINON114 wrote:Aeon Amadi wrote:semperfi1999 wrote: If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is. Then by that right you should have no issue using the Assault Rifle to it's maximum capability to be able to kill any other player by versatility alone as it has -no drawbacks-. And don't say recoil, your first skill reduces the recoil so that's not exactly admissible. To be honest, I have no clue how to respond to your argument being as you're basically saying that the Assault Rifle should be able to overpower the HMG - which it shouldn't. The HMG is perfectly balanced in it's current iteration and the Assault Rifle should -not- be able to down a heavy in as little as two seconds of continuous fire. Heavy can't move out of the way as well as an Assault Suit, so it's a matter of the Assault Suit moving out of the way of the Heavy's fire - something that's not hard to do. And I am hard pressed to believe that "not all rounds land on target" with an Assault Rifle, the only time that ever happens is due to user error. The gun can land shots accurately and consistently well over 80m+ if you put some time to train sharpshooter and there's a lot of people who have. I get destroyed by heavies all the time, what game are you playing? Two seconds is also a damn long time, an HMG will ruin your day in much less than a second if the user is skilled. I think what's happening here is a case of misunderstanding. The AR is easier to skill into and therefore players are "better" more quickly. If we pit proto AR vs proto HMG in a mano e mano duel the HMG will win within optimal HANDS DOWN. The AR will obviously destroy him at longer ranges because that's it's drawiback: It isn't better than any weapon in their designed roles.
You miss the point of the discussion.
HMG has DAMN DEVIATION. This means that NOT EVERY BULLET HIT THE TARGET EVEN AT OPTIMUM <50m RANGE. So you don't get your ROF*Dmg per bullet = DPS. NO! On the other hand AR doesn't have DEVIATION nor RECOIL. Which means that AR sends its blaster bullets perfectly at the same spot and NONE OF ITS BLASTER BULLETS MAGICALLY DISAPPEAR IN THE AIR!
In short, AR DPS is > HMG DPS due to HMG deviation. |
|
Aeon Amadi
WarRavens
1119
|
Posted - 2013.03.23 07:05:00 -
[71] - Quote
RINON114 wrote:Aeon Amadi wrote:semperfi1999 wrote: If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is. Then by that right you should have no issue using the Assault Rifle to it's maximum capability to be able to kill any other player by versatility alone as it has -no drawbacks-. And don't say recoil, your first skill reduces the recoil so that's not exactly admissible. To be honest, I have no clue how to respond to your argument being as you're basically saying that the Assault Rifle should be able to overpower the HMG - which it shouldn't. The HMG is perfectly balanced in it's current iteration and the Assault Rifle should -not- be able to down a heavy in as little as two seconds of continuous fire. Heavy can't move out of the way as well as an Assault Suit, so it's a matter of the Assault Suit moving out of the way of the Heavy's fire - something that's not hard to do. And I am hard pressed to believe that "not all rounds land on target" with an Assault Rifle, the only time that ever happens is due to user error. The gun can land shots accurately and consistently well over 80m+ if you put some time to train sharpshooter and there's a lot of people who have. I get destroyed by heavies all the time, what game are you playing? Two seconds is also a damn long time, an HMG will ruin your day in much less than a second if the user is skilled. I think what's happening here is a case of misunderstanding. The AR is easier to skill into and therefore players are "better" more quickly. If we pit proto AR vs proto HMG in a mano e mano duel the HMG will win within optimal HANDS DOWN. The AR will obviously destroy him at longer ranges because that's it's drawiback: It isn't better than any weapon in their designed roles.
Right, and the Assault Rifle user can just as easily move around. If you're dying to Heavies all the time, maybe it's time to re-think about what the hell you're doing and maybe try using the terrain to your advantage. Heavy can't shoot what he can't see and he's sure as **** not going to be able to outrun you.
Going to file this one in "Too headstrong to know when to perform a tactical retreat" category. The weapon doesn't define the user.
|
semperfi1999
Internal Error. Negative-Feedback
384
|
Posted - 2013.03.23 16:22:00 -
[72] - Quote
Aeon Amadi wrote:semperfi1999 wrote: If you consider the actual mathematical values the AR loses to these weapons in stats. Which means its more the user who determines how good it is. Then by that right you should have no issue using the Assault Rifle to it's maximum capability to be able to kill any other player by versatility alone as it has -no drawbacks-. And don't say recoil, your first skill reduces the recoil so that's not exactly admissible. To be honest, I have no clue how to respond to your argument being as you're basically saying that the Assault Rifle should be able to overpower the HMG - which it shouldn't. The HMG is perfectly balanced in it's current iteration and the Assault Rifle should -not- be able to down a heavy in as little as two seconds of continuous fire. Heavy can't move out of the way as well as an Assault Suit, so it's a matter of the Assault Suit moving out of the way of the Heavy's fire - something that's not hard to do. And I am hard pressed to believe that "not all rounds land on target" with an Assault Rifle, the only time that ever happens is due to user error. The gun can land shots accurately and consistently well over 80m+ if you put some time to train sharpshooter and there's a lot of people who have.
WOW talk about reading what you want to read out of something and not listening to whats actually being said. I never said the AR should always be able to overpower the HMG. I said its based on the skills of the user. Sorry but this is still a shooter despite the MMORPG in front of it. That means you can bring the most beastly expensive gun on the field but if your bad and cant hit something then you can be killed by someone who is skilled no matter what gun they use. By what you say it sounds like your saying the HMG should be an autowin (which I am giving you the benefit of the doubt and thinking your not).
Yes the AR has recoil....on top of that if you are trying to fight a heavy outside of their effective range with the HMG that means you have to use ADS which is pathetic on the ARs with the current iron sight system (in order to hit the head/upper body you have to completely cover the enemy with your sights so you cant see them if you can still see them above your sights then you are shooting legs/lowerbody). 2 people with equal skills one with an AR and 1 with a heavy....running into eachother in CQC the heavy will win every time. The bullet deviation is pretty minor. Great you have some bullets not hittign your target if you shoot for about a second then your gun is now more accurate than the AR. Meanwhile the AR DOES have recoil and yes your bullets do start to go off target after shooting a few rounds. The only way to make every bullet hit is to be at point blank range but then the HMG is also not going to miss at that range and it out DPS's the AR. I am not saying the AR should auto win....but I am also not saying that the HMG should auto win. Its based on the skills of the user. The AR does have drawbacks despite the fact that you say it does not. Recoil (which is alot worse if you are getting shot and is the only gun that gets an increase in its drawback if you are getting shot) and worthless ADS sights are the two most obvious drawbacks. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:04:00 -
[73] - Quote
I'm rethinking releasing my 1v1 heavy montage video.....it will bring tears for real. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:10:00 -
[74] - Quote
semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue.
Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them. |
gbghg
L.O.T.I.S. Legacy Rising
789
|
Posted - 2013.03.23 17:14:00 -
[75] - Quote
Ydubbs81 RND wrote:I'm rethinking releasing my 1v1 heavy montage video.....it will bring tears for real. noooo! your montages are awesome, and dubbs try using a laser on a logi then you're stuck with it in all situations |
Aeon Amadi
WarRavens
1119
|
Posted - 2013.03.23 17:18:00 -
[76] - Quote
Ydubbs81 RND wrote:semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them.
Wow, so the Laser Rifle is over-powered because someone thought ahead of time to use a freaggin sidearm?
Someone alert the Snipers that they're not allowed to carry a sidearm because then they'd have situational control!!! |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:18:00 -
[77] - Quote
gbghg wrote:Ydubbs81 RND wrote:I'm rethinking releasing my 1v1 heavy montage video.....it will bring tears for real. noooo! your montages are awesome, and dubbs try using a laser on a logi then you're stuck with it in all situations
I have two montages being edited right now....I just need another minute or so and then they're coming out but I already know how my heavy montage will be received....... when players see me 1v1'ing them close quarters |
Buster Friently
Rosen Association
157
|
Posted - 2013.03.23 17:24:00 -
[78] - Quote
Ydubbs81 RND wrote:semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them.
Labeling weapons as "cheese" is childish at best. If you want to know about ease of use though, and ease and regularities of kills, well the AR is at the top of the list. It isn't just used by most players because it's one of the starter fits, it's used so much because it is the most useful, ie easiest, weapons to use.
Note : I am not supporting a nerf to the AR, I think nerfing is bad in general. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:26:00 -
[79] - Quote
Aeon Amadi wrote:Ydubbs81 RND wrote:semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them. Wow, so the Laser Rifle is over-powered because someone thought ahead of time to use a freaggin sidearm? Someone alert the Snipers that they're not allowed to carry a sidearm because then they'd have situational control!!!
What is the counter to lasers except hiding, when they are across the map and will melt you in 2 secs? Not to mention...the damage increases as you hold the trigger plus no recoil, etc.
|
Buster Friently
Rosen Association
157
|
Posted - 2013.03.23 17:28:00 -
[80] - Quote
Ydubbs81 RND wrote:Aeon Amadi wrote:Ydubbs81 RND wrote:semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them. Wow, so the Laser Rifle is over-powered because someone thought ahead of time to use a freaggin sidearm? Someone alert the Snipers that they're not allowed to carry a sidearm because then they'd have situational control!!! What is the counter to lasers except hiding, when they are across the map and will melt you in 2 secs? Not to mention...the damage increases as you hold the trigger plus no recoil, etc.
Move out of optimal range. Pretty much the same as every other weapon in the game. Other than that, try tactics, I hear that works as well.
|
|
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:29:00 -
[81] - Quote
Buster Friently wrote:Ydubbs81 RND wrote:semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them. Labeling weapons as "cheese" is childish at best. If you want to know about ease of use though, and ease and regularities of kills, well the AR is at the top of the list. It isn't just used by most players because it's one of the starter fits, it's used so much because it is the most useful, ie easiest, weapons to use. Note : I am not supporting a nerf to the AR, I think nerfing is bad in general.
Calling a weapon cheezy is childish? You, my man, are reaching lol.
And your definition for why players use it is the definition of cheezy
|
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:31:00 -
[82] - Quote
Buster Friently wrote:Ydubbs81 RND wrote:Aeon Amadi wrote:Ydubbs81 RND wrote:semperfi1999 wrote:I love this. AR is OP but DONT TOUCH MY LASER YOU H8TR!!
Sheesh people work so hard to protect the gun they use while trying to get all over weapons lowered.
Someone noted that the HMG is out damaged by the AR but forget to note that it does 19 dmg at 2000 RPM so it does 633 dmg per second which is alot higher than the ARs 426.25 dmg per second (not including any bonuses). Some people have noted that the GEK does 42 dmg per shot (not including dmg mods)....what GEK are you using? I want that one cause mine only does the normal 32 dmg per shot (not including dmg mods). ARs are the only weapon other than SMGs that have to deal with serious recoil. HMG no recoil and get more accurate than an AR over time.....Laser no recoil and massive dmg increase over time.....Shotguns are just death machines and can be used a little further out of CQC very effectively if you have SP in it....mass drivers make it so that they cannot be shot back due to the explosive blast that knocks your aim around.....SMGs rip people to shreds once points are put into the range.......Pistols have a 450% HS multiplier that can insta kill most suits......sniper are hit scan loleasy to use.
ARs dont have a sight that can really be used......maybe that will change with weapon customization but who knows when that will be implemented. And the issue stating that there is no recoil.............well I dont know what game your playing but if I continuously shoot then at about 25-30 rounds the AR has some pretty extreme recoil. Considering that and the SMG are the only guns that seemingly have recoil I dont consider this an issue. Lasers are definitely top 2 of most cheasiest weapons in the game. It's funny when people say lasers are only good at long distances but forget that laser users equip themselves with smgs just in case someone sneaks up on them. Wow, so the Laser Rifle is over-powered because someone thought ahead of time to use a freaggin sidearm? Someone alert the Snipers that they're not allowed to carry a sidearm because then they'd have situational control!!! What is the counter to lasers except hiding, when they are across the map and will melt you in 2 secs? Not to mention...the damage increases as you hold the trigger plus no recoil, etc. Move out of optimal range. Pretty much the same as every other weapon in the game. Other than that, try tactics, I hear that works as well.
lol such a practical response right there.
|
Buster Friently
Rosen Association
157
|
Posted - 2013.03.23 17:48:00 -
[83] - Quote
Ydubbs81 RND wrote:Buster Friently wrote:
Move out of optimal range. Pretty much the same as every other weapon in the game. Other than that, try tactics, I hear that works as well.
lol such a practical response right there.
Only the first lesson is free. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 18:12:00 -
[84] - Quote
All of them need to be free because that is what they are worth |
Aeon Amadi
WarRavens
1119
|
Posted - 2013.03.24 08:27:00 -
[85] - Quote
All I'm hearing from this is:
"Laser Rifle is overpowered because it performs suppression better than the HMG - the gun that's DESIGNED for suppression - because I can out maneuver a Heavy." |
XXfootnoteXX
DUST University Ivy League
155
|
Posted - 2013.03.24 08:34:00 -
[86] - Quote
Buster Friently wrote:Ydubbs81 RND wrote:Buster Friently wrote:
Move out of optimal range. Pretty much the same as every other weapon in the game. Other than that, try tactics, I hear that works as well.
lol such a practical response right there. Only the first lesson is free.
Thats why there is Dust University. :D |
Vermaak Doe
SVER True Blood Unclaimed.
614
|
Posted - 2013.03.24 08:46:00 -
[87] - Quote
Aeon Amadi wrote:All I'm hearing from this is:
"Laser Rifle is overpowered because it performs suppression better than the HMG - the gun that's DESIGNED for suppression - because I can out maneuver a Heavy." So you're purposefully being ignorant, it's problem is that it cuts through armor the same way it does through shields |
Aeon Amadi
WarRavens
1120
|
Posted - 2013.03.24 16:55:00 -
[88] - Quote
Vermaak Doe wrote:Aeon Amadi wrote:All I'm hearing from this is:
"Laser Rifle is overpowered because it performs suppression better than the HMG - the gun that's DESIGNED for suppression - because I can out maneuver a Heavy." So you're purposefully being ignorant, it's problem is that it cuts through armor the same way it does through shields
I've already discounted everything you say simply because you contradict everything that I post in -literally every thread-.
Can't verify the validity of your statements if they seem to consistently be trolling.
EVEN IF THAT WEREN'T THE CASE - you can't say the damned thing is overpowered when it doesn't even work properly. The skills affecting it don't work, so please do us all a favor and stfu because you're truly being ignorant by saying that it is. There's a major difference between having an opinion and speaking on it in contrast to deliberating attempting to get something knocked down because you don't understand it's mechanics nor have any sympathy for the fact that it might not even be working as intended. |
Vermaak Doe
SVER True Blood Unclaimed.
621
|
Posted - 2013.03.24 18:10:00 -
[89] - Quote
Aeon Amadi wrote:Vermaak Doe wrote:Aeon Amadi wrote:All I'm hearing from this is:
"Laser Rifle is overpowered because it performs suppression better than the HMG - the gun that's DESIGNED for suppression - because I can out maneuver a Heavy." So you're purposefully being ignorant, it's problem is that it cuts through armor the same way it does through shields I've already discounted everything you say simply because you contradict everything that I post in -literally every thread-. Can't verify the validity of your statements if they seem to consistently be trolling. EVEN IF THAT WEREN'T THE CASE - you can't say the damned thing is overpowered when it doesn't even work properly. The skills affecting it don't work, so please do us all a favor and stfu because you're truly being ignorant by saying that it is. There's a major difference between having an opinion and speaking on it in contrast to deliberating attempting to get something knocked down because you don't understand it's mechanics nor have any sympathy for the fact that it might not even be working as intended. Now that you're done ranting like an ignorant child ADMIT THE DAMAGE VS ARMOR IS BROKEN. Despite it being intended to do less damage to armor INCLUDING DURING THE DAMAGE INCREASE it does the exact same damage to both which is utter bullsh*t for a weapon meant to damage shields. Do you ever see smgs, mass drivers, or hmgs give the same dps towards shields and armor? Yes, the skills are broken but so is the amount of damage applied to armor, which offsets the broken skills. You whine that the Ar is broken all day only to ignore the fact that the lr is too, open your damn eyes . |
Aeon Amadi
WarRavens
1121
|
Posted - 2013.03.25 07:24:00 -
[90] - Quote
Vermaak Doe wrote:Aeon Amadi wrote:Vermaak Doe wrote:Aeon Amadi wrote:All I'm hearing from this is:
"Laser Rifle is overpowered because it performs suppression better than the HMG - the gun that's DESIGNED for suppression - because I can out maneuver a Heavy." So you're purposefully being ignorant, it's problem is that it cuts through armor the same way it does through shields I've already discounted everything you say simply because you contradict everything that I post in -literally every thread-. Can't verify the validity of your statements if they seem to consistently be trolling. EVEN IF THAT WEREN'T THE CASE - you can't say the damned thing is overpowered when it doesn't even work properly. The skills affecting it don't work, so please do us all a favor and stfu because you're truly being ignorant by saying that it is. There's a major difference between having an opinion and speaking on it in contrast to deliberating attempting to get something knocked down because you don't understand it's mechanics nor have any sympathy for the fact that it might not even be working as intended. Now that you're done ranting like an ignorant child ADMIT THE DAMAGE VS ARMOR IS BROKEN. Despite it being intended to do less damage to armor INCLUDING DURING THE DAMAGE INCREASE it does the exact same damage to both which is utter bullsh*t for a weapon meant to damage shields. Do you ever see smgs, mass drivers, or hmgs give the same dps towards shields and armor? Yes, the skills are broken but so is the amount of damage applied to armor, which offsets the broken skills. You whine that the Ar is broken all day only to ignore the fact that the lr is too, open your damn eyes .
You've officially flabbergasted me with your idiocracy. You have absolutely no evidence to back up your claim as you have yet to even state what the damage efficiency is, a story to provide background to your claims or statistical evidence of either, whereas I have provided EXTENSIVE evidence to support my opinions, theories and hypothesis.
Beyond that, you're deliberately trolling and henceforth any response that even has your name - in any thread - will be considered as such. Good day sir. |
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KalOfTheRathi
CowTek IT Infotech
267
|
Posted - 2013.03.25 07:30:00 -
[91] - Quote
Coleman Gray wrote:Seriously when a guy with a gek does 1000dmg in 1 secon, weapons OP Is there anything in this game you do well, Coleman?
You want everything that kills you given the Nerf and it would seem that every single thing has killed you so far. If someone has not killed you with something as yet then I would suspect it is just one encounter away from seeing yet another CG Nerf prayer rising from the DUST below.
Maybe Angry Birds is more your style? |
Vermaak Doe
SVER True Blood Unclaimed.
629
|
Posted - 2013.03.25 07:49:00 -
[92] - Quote
Aeon Amadi wrote:Vermaak Doe wrote:Aeon Amadi wrote:Vermaak Doe wrote:Aeon Amadi wrote:All I'm hearing from this is:
"Laser Rifle is overpowered because it performs suppression better than the HMG - the gun that's DESIGNED for suppression - because I can out maneuver a Heavy." So you're purposefully being ignorant, it's problem is that it cuts through armor the same way it does through shields I've already discounted everything you say simply because you contradict everything that I post in -literally every thread-. Can't verify the validity of your statements if they seem to consistently be trolling. EVEN IF THAT WEREN'T THE CASE - you can't say the damned thing is overpowered when it doesn't even work properly. The skills affecting it don't work, so please do us all a favor and stfu because you're truly being ignorant by saying that it is. There's a major difference between having an opinion and speaking on it in contrast to deliberating attempting to get something knocked down because you don't understand it's mechanics nor have any sympathy for the fact that it might not even be working as intended. Now that you're done ranting like an ignorant child ADMIT THE DAMAGE VS ARMOR IS BROKEN. Despite it being intended to do less damage to armor INCLUDING DURING THE DAMAGE INCREASE it does the exact same damage to both which is utter bullsh*t for a weapon meant to damage shields. Do you ever see smgs, mass drivers, or hmgs give the same dps towards shields and armor? Yes, the skills are broken but so is the amount of damage applied to armor, which offsets the broken skills. You whine that the Ar is broken all day only to ignore the fact that the lr is too, open your damn eyes . You've officially flabbergasted me with your idiocracy. You have absolutely no evidence to back up your claim as you have yet to even state what the damage efficiency is, a story to provide background to your claims or statistical evidence of either, whereas I have provided EXTENSIVE evidence to support my opinions, theories and hypothesis. Beyond that, you're deliberately trolling and henceforth any response that even has your name - in any thread - will be considered as such. Good day sir.
Take a look at the efficiency as you go into a target's armor, then tell me I'm wrong and the damage against armor isn't broken |
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